The Let's Play Archive

Might & Magic VIII: Day of the Destroyer

by PurpleXVI

Part 6: Sometimes I Update... About Cheese, Part 2

Update 06: Sometimes I Update... About Cheese, Part 2




Guys! Ogres! Should I burn them?
Tempting as it was... I suggested that Ithilgore hold his flame. These ogres didn't seem as unpleasant as Zog's crew, so it would cost us nothing to walk up and ask one of them what was happening.



Yep, the game has friendly ogres, too! Not many, mind, but some. I don't think this little village is ever officially named, but I rather like it. Let's say hi to some of the locals.




Local minotaurs giving "kegger" a whole new meaning. They know how to fucking party.




Everyone hates the Church of Eep, it seems. Must be a local offshoot of Bark.




Now I wish we could go fishing. Can we have fish next time we stop at an inn?
Of course, son, it's good for you.




Here we can also sell those Forged Credit Vouchers we've found in a few places. If you're really hungry for money, you can earn a bit of a profit by running a trade triangle between three buyers and sellers, but ultimately it's never really worth it nor as profitable as simply mangling a lot of enemies. There aren't an awful lot of gold sinks in the game besides late-game training and spells if you have multiple necromancers/clerics. You can occasionally trade up a bit when shopping gear in the early game, but you quickly cap out what the armories are likely to offer. Alchemists can sometimes sell the rare black stat-boosting potions, though, but they go for surprisingly cheap.





We left the cozy village behind and headed into the hinterlands of the Ravage Roaming, towards Balthazar Lair. The silence of the road was oppressive, dampening even Maylander's sermons and Jasp's stories, when suddenly we saw... cows?

Not cows, though, but gorgons. :gonk:


I'm not sure where this naming originated, in any case, I think D&D is to blame, but where D&D got the name I'm not quite sure(or rather, associating the name, which I know, with evil livestock). Gorgons are pretty bad news for a lot of parties, being completely Air and Fire immune, pretty beefy in HP, and capable of Paralyzing(tier 1) or Stoning(tiers 2 and 3) anyone they hit. Their only saving grace is the absence of a ranged attack, so sufficient patience will allow any flying party to own them. Also thankfully so far we've only met them outdoors where they can be kited even on the ground, meeting them indoors would... not be good. It really would not be good.





I thought Balthazar Lair would be less... watery.
It's obviously been flooded, lizard. Unless there's some other way in than the front door, I'd say this leg of our quest is at an end.



While Maylander berated Ithilgore, I spotted something on a nearby hill. Could it be... a back entrance?



I know that sometimes the entrance loading screens don't match the in-game models, but c'mon, you could've at least made the damn thing poke outta the lake or something in the game model, too.




Hmmm...
I could see Ithilgore was really thinking hard about something as we destroyed the welcome party of Tritons, curious, I asked him what it was.
If this is Balthazar Lair, where are the minotaurs? Are those guys minotaurs? Because I remember Arius looking different...
Certainly not, boy, those are Tritons! Submarine invaders, sometimes with as much as seven hit dice, very dangerous.


You know what's fucking weird about Tritons? According to the strategy guide, they don't exist! So far they're the only enemy that literally hasn't had a stat sheet in there! So I can't say much about them except that they lack any sort of unique attacks but are reasonably beefy and hard to put down.



Clearly we must organize a search for survivors! Steel yourselves, there may be no one left alive here bar bloated, water-logged corpses and-
Hi there, sir! Are any of the guys out here minotaurs?







It was rather a lot to take in, suddenly the entire fate of Balthazar Lair rested on our shoulders! Still, Thanys made it sound easy. Simply avoid the Tritons and flip the levers... surely we could figure that out, right?



So by default, every downwards slope in the Lair is blocked by water. Tritons can rise out of this(but not down, since it's just a wall that only exists from one side, occasionally triggering some funny behavior when they try to flee), which is worth keeping in mind, and flipping the levers that are present in most rooms will remove a section of water, though some levers will also raise other levers. You can't drown yourself or anything, though.




Flipping the first lever initiates the fish buffet and we descend into the bowels of Balthazar Lair which is uhhhh... it's really just like ten square rooms connected by twisty corridors, most of them full of fishmans and with one or multiple levers.





Sadly, the very first room we enter has the order in which to flip levers spelled out for us, which is kind of a shame. It could've been an interesting puzzle or, more likely, a pointless brute forcing, but just flat-out telling the player how to complete the puzzle, without any rewards for experimenting(perhaps some orders would open other rooms full of treasure or some such), feels like it somewhat negates the point of the player being at the controls at all.




In other news, the pathfinding is still absolutely dogshit and the Tritons repeatedly get stuck on these little minotaur shop porches.




For now, though, every single doorway except for Thanys' house at the entrance leads to this screen, water damage is no joke.




What happens when tritons come out of the water and then flee, I assume the game couldn't handle two-way permeable surfaces that only monsters can pass through.



So after about ten identical rooms of mangling Tritons and pulling levers with practically no challenge, I'm starting to feel cocky and rush in as I see these Tritons down a ramp. What I miss, though, because I've let my Wizard Eye lapse, is that I've passed by two submerged passages and aggroed the Tritons inside, so when the Tritons down below start coming up and I try to back up and keep distance, I can't move, turn around and see...



We've been outflanked by the pelagic reprobates!
Do you have a spellbook or a dictionary? Cast something alre- :gibs:



Jasp, as the most fragile character, eats shit, but Maylander and Arachne manages to survive. They're pretty dinged up, but Maylander put Regeneration on everyone, so they'll be alright. Eventually.

Being alone makes me feel scared. :(

I wriggle Ithilgore loose and snipe the Tritons from range, and drag him slowly through the dungeon while the rest of the party's severe head wounds heal(and in Jasp's case, while he slowly decays).



And eventually, eventually, he reaches the final lever. I'm not going to apologize for skipping over most of this dungeon because it's really just the same little rooms over and over again, sometimes with more red tritons, sometimes with more blue tritons.

https://www.youtube.com/watch?v=CWwflIsaCwc

Not actually present in the gameworld: any sort of giant ledge or cliffside entrance shown in the animated cutscene. But in any case, this means that now all the tunnels are drained, as well as the homes, so we can actually make use of the minotaur businesses(for instance, their temple, which Jasp needs badly), and visit the locals. Let's start at the bottom and work our way up:




Hi there! Sorry, all my friends are asleep right now, but do you want to come help us save the world?



I appreciate that Masul doesn't fuck us around with any sidequests or generally being troublesome. He hears the world needs him, recognizes that we're doing good, and packs his bags immediately. From this point onwards he hangs out in Ravenshore instead of Balthazar Lair. Good guy.



I eventually woke up to a pounding headache and a smell like a drained pond. It looks like Ithilgore had handled the last of the Triton invaders after we all got knocked out, even convincing Masul to come help us, as it was, save the world. Checking over the others, Maylander was merely going to need a good night's rest, but Jasp... I've never heard of a night's rest that could stitch your head back on. We were going to need to find the local temple.




Generally the minotaur shop interiors all look pretty cool, though some are hard to convey the coolness of since they're very animated and come out hyper-crusty as screenshots or .gifs.



Pictured: Minotaur banking. :v:

"Sir, should we perhaps build a door in front of it?"
"Naw, just pile it all in one big stack and then put the beefiest employees we have in front of it."



And their training center includes a guy chipping out a statue of himself right in the middle of it all. I mean, I guess that's a kind of exercise and skill training!





The other minotaurs either live in opulent palaces or literal earthy caves. Not sure if that's a commentary on the harsh have/have not divide of Balthazar Lair or just artists getting confused in their directions.




It's good to be up and about again, and you lot have already found us a legendary quest for an ancient item! Fabulous work! It'll be just like the time we raided the Halls of the Fire Giant King in my youth, good times.
You know, old-timer, I've never heard about any of these places you claim to have adventurered.
In hindsight, I had to concur with Maylander. I had assumed they were all local Jadame locations, but if he hadn't heard about them either...
And despite all your supposed experience, you came to us hardly knowing how to disarm a basic trap.
Well it's been a while since I, the Jasp Thelbourne, last adventurered, it's natural to get a bit rusty!
Dragon, hold him down!
Oooooh, okay! Are we playing a game?
Unhand me, whelps! Or you'll face the wrath of my vorpal sword +10!
Hmmmm, now what's this in your pack? Character sheets? A dungeon master's guide?



So perhaps my knowledge of adventuring is a bit more theoretical than I implied. But when's the last time a chest blew up in your faces, hm? Not since you brought me on board.
Not since Arachne paid for your training, you dastardly equivocator.
With the two of them bickering, and Ithilgore poring over Jasp's "tomes of adventuring wisdom," as he termed them, we visited the last few homes in Balthazar Lair before hitting the road again.





With the exception of Arius, every single recruitable minotaur NPC is hanging out in Balthazar Lair and only one of them is willing to come hang out with us.



I also stop by the shops for a bit of a fashion upgrade for Arachne. The armour's not quite there, but the staff is now quite necromancery, even if the hat looks... poorly placed on her head. Mostly some attempt is made to conform it to the paper dolls, but this one is literally just slapped on top of the wearer's model like a bad MSPaint edit.





Thanys is a decent enough recruit, skill-wise, with his main issue being that he's a minotaur. Thanks to dual-wielding, I think Knights will largely come out as stronger combatants, dual-wielded daggers make Vampires and Dark Elves almost as good combatants, and the two of them are either capable of casting spells or have better access to misc. skills like disarm traps.



'tis good to taste fresh air again. I honestly thought Balthazar Lair would be our tomb. But enough of my introspection! Whence to do we adventure next?
I told Thanys to get on the dragon and prepare his bow, we were going cow hunting.
...excuse me?
No, no, he'd absolutely heard me right the first time.




Uphill of the vents is the main entrance to Balthazar Lair... which emerges in-dungeon right next to where the vents drop you off. It feels strongly like the two locations should've been shifted, just so it made more sense that the main entrance was flooded and we needed to use the vents. And, hell, just place the whole thing lower down so it's believable that it got flooded or something. Sheesh.

Anyway, cow-hunting.




Ah, you meant Gorgons.
They're just big cows, fellow. Big metal cows, but still big cows.
Much as I enjoy smiting evil, why are we intolerant of this particular band of beef-based belligerents?
Oooooh, there it is!



It's a bit hard to spot, but the gorgons are guarding a motherlode of chests, filled to the brim with sweet, sweet loot so, unfortunately, they gotta die and, unfortunately, they gotta die the hard way, because I don't want to risk the entire party getting turned into collectable figurines.




The main problem is that I can't look directly downwards or upwards, and the herd constantly tries to get immediately underneath me. I can run away, turn around, fire, run away, etc. OR I can try to get them stuck on geometry... like the chests. :v: I wish they weren't fire immune, because then Ithilgore's breath weapon "spell" would annihilate them super easily, instead I need to whittle them down with his normal breath weapon and the party's bows somewhat more slowly.



It goes slowly but steadily but, then, disaster strikes as I accidentally dip a bit too low and...



Whoof! Did one of you guys just put on a few pounds?
That's unfortunate, how do you guys usually do this? Do we head back with her?
She'll be fine! Just hold on to her while we handle the last few gorgons. I'm sure it's what she would have wanted us to do.



Eventually the slaughter is complete and we can see what's in these chests which Jasp pops effortlessly.



Five of them are loaded with pure gold and gems, the sixth... also has gold and gems, and one more thing.



Nice weapon if we ever pick up a Knight again. Unfortunately, I think we mangle the game's only remaining source of ogre fighting this update. :v: Still, though, it has nice base stats! I make a quick trip back to Balthazar Lair(so Arachne can get her unfortunate stone-related affliction cured), which is now populated by wandering minotaur guards and civilians, and then take flight to the north.




Ah, it's those blasted ogres that tried to invade us right after the flood. If you all hadn't saved us, they'd probably have finished the job.
It wouldn't make an awful lot of sense to save Balthazar Lair, only for them to get destroyed by the ogres immediately afterwards...
I sense that it's smiting time.

This entire expedition was completely impromptu. I was headed back towards Alvar for that Balthazar's Axe quest, but then I saw some ogres and realized I could almost certainly pants them with impunity.





This is looking to be a proper dungeon crawl. Hmmm... "Loothoards of the Ogre Pirate Kings..."

The smart move here is to not go in the gates, because the way they're shaped, a bunch of ogres will always be caught to either side and pile on you as you come in. If you must, make sure to run past the gates and THEN turn to fight. Or, you know, bring a dragon and fly in.






The courtyard of Zog's fortress was a grisly collection of bones(apparently executed merchants and their protectors) and hoarded merchandise.

The gibbet is kind of a surprise. I know the M&M games are games where a lot of things are killed, and you find tons of bones and skeletons bereft of their former owners, but a gibbet presumably used for executing prisoners is still a step up in darkitude. Zog is clearly a right prick who needs a severe owning. Aside from this, though, the only points of interest in the exterior are that the towers have a chest full of random low-tier loot each, nothing worth taking note of.




After a quick talk, we all agreed that Zog had to go, for a variety of reasons-
The man is clearly a menace to the public order! A crime lord of the worst caliber!
He's been harassing us as long as he's been here, and we even lent him a lawn mower as a peace offering! Which he never returned!
Hey Jasp, um, am I reading this right?
Entirely, my boy! Zog must count as an "Ogre Warlord" and thus be worth at least ten thousand experience points!
Oh boy, let's do it!
-some of which made slightly more sense than others.



Zog's fortress, as per usual for MM8 dungeons, throws enemies right in your face the instant you come in the door. I'm not sure why MM8 in particular is so bad about this, MM7 often had some enemies aggro as soon as you entered, but rarely spawning right on top of you, and MM6 generally had enemies at a generous distance away, with the entrance room usually being safe at least until you started moving.



Unusually for any kind of MM dungeon, though, the interior actually tries to mimic the exterior, by consisting of four long corridors forming a square, with towers at the corners, and, despite being located two areas "deeper" in the game, surrounded by gorgons and wyverns which are notably more dangerous, it has the exact same population as the ogre raiding fort in Alvar: Ogres, ogre mages and mercenaries.





The first goal is to clear out the corridors so you can enter the towers, or more specifically, one of them. All of them have like two enemies standing in the tower itself, ready to bonk you as you enter, but one of them has something special. A button!




Yank that, and you can proceed into the basement.





Why don't any of them ever surrender? They're dicks, but I'd offer them quarter.
SLAY THEM ALL AND LET THE GODS SORT THEM OUT!
...he's a bit high-strung, isn't he?
I'll say, he tried to confiscate my twenty-sided dice because "gambling pollutes the soul."




Seems like something he'd do, how'd you get out of that one?
Ithilgore accidentally swallowed it because it was the limited-edition sparkly kind. I figure I'll have it back in a few days and then Maylander will have forgotten about it.




Finally we had made our way past the first wave of Zog's guards and an eerie stillness fell over the basement. Zog couldn't possibly have missed our invasion, but perhaps he was preparing some sort of sinister ambush. Carefully, we advanced down the dark corridors, always ready for a trap to be sprung!




Ha ha! Ogre loot! Now you'll all get yours for laughing at me, watch as I pop this-



Dear diary... AAAAAAAAAAAAAAAAAAA, THERE'S A PIECE OF WOOD THE SIZE OF A SWORD LODGED IN MY RIBCAGE.
Righteous indignation... hard to maintain... while bleeding out...
Anyone can roll a natural 1 sometimes!

With a trap difficulty of 20, it's entirely possible that your party won't be able to pop the chests down here without getting shrapnelized. Thankfully Ithilgore is tough enough to take it, while Thanys and Jasp have enough Perception to dodge the bad effects half the time. Kind of sucks for Arachne and Maylander, but I'm sure they'll be fine. They'll be fine.

Well, try to relax, eight hours of sleep will see you right as rain, doesn't look like the ogres are planning on coming for us anyway.



Are you sure about that? My elven hearing is detecting... something outside.



Why the devil would a single ogre come strutting up, trying to stop us?
His name tag says "Zog."
Where's our lawnmower you priiiiiiiiiiiiiiiiick.



Zog is... weird. Unlike a lot of named enemies he has completely identical to a normal tier 3 ogre mage stats and he doesn't even drop anything. Like, he was carrying 30 gold, which is even on the low scale of what ogre mages can drop. Usually named enemies at least have a quest item or a key or something on them.

Dealing with Zog was oddly anticlimactic, like he hadn't been planning some sort of ambush but was, in fact, just hiding in a safe room somewhere and came crawling out to see if one of his trapped cupboards had blown us up.
A truly ignominous end for such a villain.
Sounds like the perfect time to see what legendary treasures he's got stashed away.





The only unique area in the basement is this little lozenge-shaped room at the far south, it has a couple of chests tucked away in the corner and... as per the automap, a hidden room. :v:





...this, I did not expect.
Seems to still be alive, despite having been tucked in a chest with several weapons and pieces of armor, buried under gold.
That's normal for dragon eggs! It's what the hoards are for.
Feels like returning this would be the right thing to do. Um, whose is it?
A little stencil on the side read: "IF FOUND, RETURN TO: DRAGON LEADER." It wasn't very helpful. We hadn't found anyone named "dragon leader" in our adventures. I buried the egg at the bottom of my pack, under the party's fund and the artifact sword we got from the metal cows. It wasn't quite a dragon hoard, but hopefully it would do.

Time to get the heck outta here, we're done with the Ravage Roaming for now, so let's pop on over to Alvar and find that big special axe.




...that's remarkably disorienting.
First things first, we were going to handle Fromago's quest before the dragon egg started smelling like goblin cheese. I did not want to get scolded by a draconic parent for getting their hatchling bullied on the playground.





Handing in the cheeses is a pretty big payday, 25k gold and a decent batch of XP as well, especially considering that(if you have some moderate trap-busting skills), actually getting them just requires handling one tedious puzzle, a lot of dead rats and a way to cross a small stretch of water(flight, jump, water walking).

With three bundles of rotting milk delivered it was time to deal with the Dark Dwarves and recover Balthazar's Axe. Certainly, being of a cunning and sneaky culture, they had hidden in some extremely out of the way place that would require us to search high and low to detect.





Or they could be hiding in someone's back yard. I'll be damned.
Ah, yes, more villains to defeat, and such.




Hey, you didn't use any big words this time. Sure you don't want to call them, um, coulrophobic or fluoridated or something?
Dragon, I've only been with this party a short time, and I'm starting to realize none of these scum deserve these adjectives.
Damnit, man, I just bought a dictionary to understand half the words you were saying.
These idiots aren't grand villains, they're thieving morons! Village fools with axes and clubs! I shan't be surprised if the mystery mage who created the Ravenshore Crystal simply turns out to be an an imbecile who tripped and dropped his spellbook! Rargh! Let's get this cursed basement over with.

So, welcome to the Dark Dwarf outpost. It's got darkness and rocks.





Even the enemies are rocks! :v: They're literally called boulders, and like the briefly encountered evil trees in MM7, they're a rare immobile enemy. They're also actually pretty damn scary. They explode if beaten up in melee, are pretty resistant to a lot of things, take a lot of killing in terms of HP and their ranged attacks do not fuck around. They have a minor normal ranged attack, and then they also all cast spells. The low and mid-tier ones cast Blades, which just does damage, but has a fast and hard-to-dodge projectile. The top-tier Boulders, on the other hand, cast Rock Blast which is A) explosive(thus hurting the entire party) and B) bounces off walls, so even if you dodge it at first, it might bounce off a wall and hit you in your moron face anyway. They're a nice change of pace, something that's actually moderately threatening even without me making idiot mistakes like with the Tritons.




This is what just two of them did to the party! Scary fellas.




And for once, the game devs appear to have understood how to make them difficult to deal with without being annoying or unfair, by placing them in locations where they're hard to trivialize by using shoot-and-scoot strategies to minimize their counterfire.




T-intersections in particular are nasty since if you pick the wrong side to turn to when entering, you need to pop back out the moment you hear a firing sound or you'll be eating a Blades or Rock Blast spell. Pictured: Me just dodging one of them by a hair's breadth.




What's really weird, though, is that like two minutes into this dungeon, you already have your quest objective sorted, and you haven't even met a single Dark Dwarf. I wonder if this was a misplacement and it was originally intended to go in a later chest or something. Still, not like this is gonna stop us, we've got some dwarves to stomp.






Between the death explosions and the Rock Blasts, getting through to the entrance of their little fortification in the caves is almost a total party wipe, it's really gruelling. Might've turned out differently if I'd bothered to teach Arachne the Earth resistance spell, but I never really expected the game to drop any decent levels of Earth-type damage on me, since it's generally such a neglected element.




Opening the door now give us the second half of the dungeon which just contains Dark Dwarves and probably the most evil trap across M&M6, 7 and 8.


Dark Dwarves are weird, they've all got crossbows... but none of them have ranged attacks, they're all melee enemies. So why didn't they model them with melee weapons? They're capable of hitting reasonably hard, but don't cause any conditions, don't cast any spells and are more fragile than the Boulders, which resultingly means that getting to them feels like a reward for fighting through the rocks. Just bursting them like fat little loot pinatas.




Are we done with the rocks? Because I'd be happy to be done with the rocks, those things hit like ten ogres.
We heard no more of the rattling, rumbling sounds of the malevolent Boulders, and made the assumption that from here on out, it would be the much less threatening Dark Dwarves we'd be dealing with. But where to go first?
You need merely ask a seasoned dungeoneer such as myself! Hold a hand to the right wall and follow that, it'll keep you from getting lost and make sure you explore everything.



Behold! It's working out nicely already, we've stumbled across their quarters!
I'm starting to suspect we'll find half these miscreants still snoozing through the chaos we've been causing.




Psych. This corridor is the nastiest part of the game so far. It has corridor-wide triggers firing rock blasts(yes, plural, I think they may only be intended to fire one, but they're real trigger happy) as soon as you enter and multiple other places across the length. They've got enough power to wipe half the party in one shot(and if anyone's counting for MM8, yes, these casualties are canon, I slogged back to get folks resurrected at the temple). There's no way to disable them, there's no way to sneak in.

However, they're slightly off-centered, so if you cling to the rightmost wall(not the leftmost, though, that still gets you killed), you can slowly squeeze down the corridor without getting annihilated.




Hell's bells! These dark dwarves don't half mess around when it comes to traps.
Those cowardly cretins! They don't need to be mighty warriors or staunch opponents when their traps can destroy everything!
Some device at the end of the corridor seemed capable of producing an unending volume of sorcerous projectiles, the passing of which ruffled our hair and unsettled our nerves. But as long as we kept calm, we were capable of breaking into the rooms one by one.




The little groups of three to four Dark Dwarves per room are no challenge, allowing the player to loot their footlockers with impunity. Mostly they just contain vendor trash and a few minor gear upgrades, but one of them has a real nice score for Arachne.



Not that there are any specific consequences to getting her killed as opposed to anyone else, but when big attacks hit she's usually the weakest link in terms of fragility.




A kitchen... couldn't possibly be dangerous, could it?
Let me tell you, my lad: Probably not, but I sure as hell won't be stopping to snack.





No traps so far, just a few dark dwarves and... their portentious pantry.
...
That didn't quite work, did it? My fault.




I'm not sure if this is intended as the dark dwarves' well for the kitchen or as their toilet. It kind of looks like an old school commode or some such.





And the last room in the dark dwarf fortress I don't quite "get." They've already got a bunch of individual quarters, and then there's this big, shoddier-looking barracks right next door to it? I guess it would make sense if one was an officers' barracks and the other the menial one, but both appear to have much the same mix of high and low-level enemies.

In any case, that room doesn't even have any chests, just two barrels, so it's time to bail outta this hole in the ground... back to Dagger Wound Island. We're asked to get the axe authenticated by Dadeross back where the game started, rather than just hauling it over to Balthazar Lair. I don't quite get why since it's the opposite of a challenge at this point. Just hit Ravenshore, sail to Dagger Wound, use a single teleporter. Not even a single enemy. Or, like us, use Town Portal.




Town Portal practically puts us right inside the town hall, too.



Ah, a certificate of authenticity! That takes me back. I used to have those for every one of my miniatures.
Sorting out the certificate was, thankfully, easy, no need to navigate any traps to talk to Dadeross.

And then it's time to portal back to Balthazar Lair which, thankfully, also has a fountain.





Easily solved! And with that, Thanys becomes our first promoted character. Nice and easy. Not that most of the promotions really make any vast differences, I think the Cleric and Necromancer are the only ones I'd classify as that type, and even then the Cleric one is much bigger for... a reason we'll get to when Arachne gets her promotion.

We'd gotten a good start on saving Jadame. The minotaurs were saved, and their cultural artifact issues sorted out. We had, uh, helped with a cheese-related crisis, and disposed of a vicious bandit before he could do any more damage. Yet, I felt like the toughest parts were still ahead of us. To help the dragons, we would need to defeat the Dragon Hunters, as well as their trained dragons. And then there was the matter of whether to support the Sun Clerics of the Murmurwoods or the Necromancers of Shadowspire in the troubles to come.





But those were worries for tomorrow. Literally, mind you, since we were all completely exhausted and we were planning to spend the night recovering in Ravenshore.

No votes this update

It seems to be generally agreed that Dragons are to be supported over Dragon Hunters, but also that people don't want to quite decide on the Sun Priests vs Necromancers conflict until they've met the two sides. So next time, we'll be visiting Murmurwoods and Shadowspire, to see what's up.